Debug Knightrelay variant
[vchess.git] / client / src / variants / Hidden.js
1 import { ChessRules, PiPo, Move } from "@/base_rules";
2 import { ArrayFun } from "@/utils/array";
3 import { randInt } from "@/utils/alea";
4
5 export const VariantRules = class HiddenRules extends ChessRules {
6 static get HasFlags() {
7 return false;
8 }
9
10 static get HasEnpassant() {
11 return false;
12 }
13
14 // Analyse in Hidden mode makes no sense
15 static get CanAnalyze() {
16 return false;
17 }
18
19 // Moves are revealed only when game ends
20 static get ShowMoves() {
21 return "none";
22 }
23
24 static get HIDDEN_DECODE() {
25 return {
26 s: "p",
27 t: "q",
28 u: "r",
29 c: "b",
30 o: "n",
31 l: "k"
32 };
33 }
34 static get HIDDEN_CODE() {
35 return {
36 p: "s",
37 q: "t",
38 r: "u",
39 b: "c",
40 n: "o",
41 k: "l"
42 };
43 }
44
45 // Turn a hidden piece or revealed piece into revealed piece:
46 static Decode(p) {
47 if (Object.keys(V.HIDDEN_DECODE).includes(p))
48 return V.HIDDEN_DECODE[p];
49 return p;
50 }
51
52 static get PIECES() {
53 return ChessRules.PIECES.concat(Object.values(V.HIDDEN_CODE));
54 }
55
56 // Pieces can be hidden :)
57 getPiece(i, j) {
58 const piece = this.board[i][j].charAt(1);
59 if (Object.keys(V.HIDDEN_DECODE).includes(piece))
60 return V.HIDDEN_DECODE[piece];
61 return piece;
62 }
63
64 // Scan board for kings positions (no castling)
65 scanKingsRooks(fen) {
66 this.kingPos = { w: [-1, -1], b: [-1, -1] };
67 const fenRows = V.ParseFen(fen).position.split("/");
68 for (let i = 0; i < fenRows.length; i++) {
69 let k = 0; //column index on board
70 for (let j = 0; j < fenRows[i].length; j++) {
71 switch (fenRows[i].charAt(j)) {
72 case "k":
73 case "l":
74 this.kingPos["b"] = [i, k];
75 break;
76 case "K":
77 case "L":
78 this.kingPos["w"] = [i, k];
79 break;
80 default: {
81 const num = parseInt(fenRows[i].charAt(j));
82 if (!isNaN(num)) k += num - 1;
83 }
84 }
85 k++;
86 }
87 }
88 }
89
90 getPpath(b, color, score) {
91 if (Object.keys(V.HIDDEN_DECODE).includes(b[1])) {
92 // Supposed to be hidden.
93 if (score == "*" && (!color || color != b[0]))
94 return "Hidden/" + b[0] + "p";
95 // Else: condition OK to show the piece
96 return b[0] + V.HIDDEN_DECODE[b[1]];
97 }
98 // The piece is already not supposed to be hidden:
99 return b;
100 }
101
102 getBasicMove([sx, sy], [ex, ey], tr) {
103 if (
104 tr &&
105 Object.keys(V.HIDDEN_DECODE).includes(this.board[sx][sy].charAt(1))
106 ) {
107 // The transformed piece is a priori hidden
108 tr.p = V.HIDDEN_CODE[tr.p];
109 }
110 let mv = new Move({
111 appear: [
112 new PiPo({
113 x: ex,
114 y: ey,
115 c: tr ? tr.c : this.getColor(sx, sy),
116 p: tr ? tr.p : this.board[sx][sy].charAt(1)
117 })
118 ],
119 vanish: [
120 new PiPo({
121 x: sx,
122 y: sy,
123 c: this.getColor(sx, sy),
124 p: this.board[sx][sy].charAt(1)
125 })
126 ]
127 });
128
129 // The opponent piece disappears if we take it
130 if (this.board[ex][ey] != V.EMPTY) {
131 mv.vanish.push(
132 new PiPo({
133 x: ex,
134 y: ey,
135 c: this.getColor(ex, ey),
136 p: this.board[ex][ey].charAt(1)
137 })
138 );
139 // Pieces are revealed when they capture
140 mv.appear[0].p = V.Decode(mv.appear[0].p);
141 }
142
143 return mv;
144 }
145
146 // What are the king moves from square x,y ?
147 getPotentialKingMoves(sq) {
148 // No castling:
149 return this.getSlideNJumpMoves(
150 sq,
151 V.steps[V.ROOK].concat(V.steps[V.BISHOP]),
152 "oneStep"
153 );
154 }
155
156 filterValid(moves) {
157 return moves;
158 }
159
160 static GenRandInitFen() {
161 let pieces = { w: new Array(8), b: new Array(8) };
162 // Shuffle pieces + pawns on two first ranks
163 for (let c of ["w", "b"]) {
164 let positions = ArrayFun.range(16);
165
166 // Get random squares for bishops
167 let randIndex = 2 * randInt(8);
168 const bishop1Pos = positions[randIndex];
169 // The second bishop must be on a square of different color
170 let randIndex_tmp = 2 * randInt(8) + 1;
171 const bishop2Pos = positions[randIndex_tmp];
172 // Remove chosen squares
173 positions.splice(Math.max(randIndex, randIndex_tmp), 1);
174 positions.splice(Math.min(randIndex, randIndex_tmp), 1);
175
176 // Get random squares for knights
177 randIndex = randInt(14);
178 const knight1Pos = positions[randIndex];
179 positions.splice(randIndex, 1);
180 randIndex = randInt(13);
181 const knight2Pos = positions[randIndex];
182 positions.splice(randIndex, 1);
183
184 // Get random squares for rooks
185 randIndex = randInt(12);
186 const rook1Pos = positions[randIndex];
187 positions.splice(randIndex, 1);
188 randIndex = randInt(11);
189 const rook2Pos = positions[randIndex];
190 positions.splice(randIndex, 1);
191
192 // Get random square for queen
193 randIndex = randInt(10);
194 const queenPos = positions[randIndex];
195 positions.splice(randIndex, 1);
196
197 // Get random square for king
198 randIndex = randInt(9);
199 const kingPos = positions[randIndex];
200 positions.splice(randIndex, 1);
201
202 // Pawns position are all remaining slots:
203 for (let p of positions)
204 pieces[c][p] = "s";
205
206 // Finally put the shuffled pieces in the board array
207 pieces[c][rook1Pos] = "u";
208 pieces[c][knight1Pos] = "o";
209 pieces[c][bishop1Pos] = "c";
210 pieces[c][queenPos] = "t";
211 pieces[c][kingPos] = "l";
212 pieces[c][bishop2Pos] = "c";
213 pieces[c][knight2Pos] = "o";
214 pieces[c][rook2Pos] = "u";
215 }
216 let upFen = pieces["b"].join("");
217 upFen = upFen.substr(0,8) + "/" + upFen.substr(8).split("").reverse().join("");
218 let downFen = pieces["b"].join("").toUpperCase();
219 downFen = downFen.substr(0,8) + "/" + downFen.substr(8).split("").reverse().join("");
220 return upFen + "/8/8/8/8/" + downFen + " w 0";
221 }
222
223 getCheckSquares() {
224 return [];
225 }
226
227 updateVariables(move) {
228 super.updateVariables(move);
229 if (
230 move.vanish.length >= 2 &&
231 [V.KING,V.HIDDEN_CODE[V.KING]].includes(move.vanish[1].p)
232 ) {
233 // We took opponent king
234 this.kingPos[this.turn] = [-1, -1];
235 }
236 }
237
238 unupdateVariables(move) {
239 super.unupdateVariables(move);
240 const c = move.vanish[0].c;
241 const oppCol = V.GetOppCol(c);
242 if (this.kingPos[oppCol][0] < 0)
243 // Last move took opponent's king:
244 this.kingPos[oppCol] = [move.vanish[1].x, move.vanish[1].y];
245 }
246
247 getCurrentScore() {
248 const color = this.turn;
249 const kp = this.kingPos[color];
250 if (kp[0] < 0)
251 // King disappeared
252 return color == "w" ? "0-1" : "1-0";
253 // Assume that stalemate is impossible:
254 return "*";
255 }
256
257 getComputerMove() {
258 const color = this.turn;
259 let moves = this.getAllValidMoves();
260 for (let move of moves) {
261 move.eval = 0; //a priori...
262
263 // Can I take something ? If yes, do it with some probability
264 if (move.vanish.length == 2 && move.vanish[1].c != color) {
265 // OK this isn't a castling move
266 const myPieceVal = V.VALUES[move.appear[0].p];
267 const hisPieceVal = Object.keys(V.HIDDEN_DECODE).includes(move.vanish[1].p)
268 ? undefined
269 : V.VALUES[move.vanish[1].p];
270 if (!hisPieceVal) {
271 // Opponent's piece is unknown: do not take too much risk
272 move.eval = -myPieceVal + 1.5; //so that pawns always take
273 }
274 // Favor captures
275 else if (myPieceVal <= hisPieceVal)
276 move.eval = hisPieceVal - myPieceVal + 1;
277 else {
278 // Taking a pawn with minor piece,
279 // or minor piece or pawn with a rook,
280 // or anything but a queen with a queen,
281 // or anything with a king.
282 move.eval = hisPieceVal - myPieceVal;
283 }
284 } else {
285 // If no capture, favor small step moves,
286 // but sometimes move the knight anyway
287 const penalty = V.Decode(move.vanish[0].p) != V.KNIGHT
288 ? Math.abs(move.end.x - move.start.x) + Math.abs(move.end.y - move.start.y)
289 : (Math.random() < 0.5 ? 3 : 1);
290 move.eval -= penalty / (V.size.x + V.size.y - 1);
291 }
292
293 // TODO: also favor movements toward the center?
294 }
295
296 moves.sort((a, b) => b.eval - a.eval);
297 let candidates = [0];
298 for (let j = 1; j < moves.length && moves[j].eval == moves[0].eval; j++)
299 candidates.push(j);
300 return moves[candidates[randInt(candidates.length)]];
301 }
302
303 getNotation(move) {
304 // Translate final square
305 const finalSquare = V.CoordsToSquare(move.end);
306
307 const piece = this.getPiece(move.start.x, move.start.y);
308 if (piece == V.PAWN) {
309 // Pawn move
310 let notation = "";
311 if (move.vanish.length > move.appear.length) {
312 // Capture
313 const startColumn = V.CoordToColumn(move.start.y);
314 notation = startColumn + "x" + finalSquare;
315 }
316 else notation = finalSquare;
317 if (move.appear.length > 0 && !["p","s"].includes(move.appear[0].p)) {
318 // Promotion
319 const appearPiece = V.Decode(move.appear[0].p);
320 notation += "=" + appearPiece.toUpperCase();
321 }
322 return notation;
323 }
324 // Piece movement
325 return (
326 piece.toUpperCase() +
327 (move.vanish.length > move.appear.length ? "x" : "") +
328 finalSquare
329 );
330 }
331 };